Fighting Styles
Here are new options for the Fighting Style class feature: the
close quarters shooter, the mariner and the tunnel fighter.
Close Quarters Shooter
You are trained in making ranged attacks at close quarters.
When making a ranged attack while you are within 5 feet of a
hostile creature, you do not have disadvantage on the attack
roll. Your ranged attacks ignore half cover and three-quarters
cover against targets within 30 feet of you. Finally, you have a
+1 bonus to attack rolls on ranged attacks.
Mariner
As long as you are not wearing heavy armor or using a shield,
you have a swimming speed and a climbing speed equal to
your normal speed, and you gain a +1 bonus to AC.
Mariner Design Notes
Fighting Style is a good way to introduce a specific flavor of
game play for multiple characters at once. In a sea‐based
campaign, you can expect lots of battles in the water and on
board ships. Swimming and climbing speeds are very handy in
such environments, but they can also prove useful in other
areas.
The mariner’s AC bonus comes with conditions, but it plays
into the restrictions a mariner must observe to gain a
swimming or climbing speed. In addition, a ship‐based
campaign lends itself to fighters who wield scimitars
(representing a cutlass) and a dagger, and who wear light
armor. This specific AC bonus helps support that character
option.
Tunnel Fighter
You excel at defending narrow passages, doorways, and other
tight spaces. As a bonus action, you can enter a defensive
stance that lasts until the start of your next turn. While in
your defensive stance, you can make opportunity attacks
without using your reaction, and you can use your reaction to
make a melee attack against a creature that moves more than
5 feet while within your reach.
EXTRAS | FIGHTING STYLES